ef2gamesource/dlls/game/teleportToPosition.hpp

108 lines
3.3 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/teleportToPosition.h $
// $Revision:: 169 $
// $Author:: Bschofield $
// $Date:: 4/26/02 2:22p $
//
// Copyright (C) 2002 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
//
// DESCRIPTION:
// TeleportToPosition Behavior Definition ( Behavior Name Needs To Be Changed )
//
//--------------------------------------------------------------------------------
//==============================
// Forward Declarations
//==============================
class AnimatedTeleportToPosition;
#ifndef __TELEPORT_TO_POSITION_H__
#define __TELEPORT_TO_POSITION_H__
#include "behavior.h"
//--------------------------------------------------
// We need to change the name of this behavior to more appropriately
// reflect the file name AND we need to set it up properly so that it
// doesn't HAVE to be animated... Basically we need to generalize this
// behavior as soon as possible
//----------------------------------------------------
//------------------------- CLASS ------------------------------
//
// Name: AnimatedTeleportToPosition
// Base Class: Behavior
//
// Description: Teleports Actor to the player ( See .cpp for details )
//
// Method of Use: State Machine or another behavior
//--------------------------------------------------------------
class AnimatedTeleportToPosition : public Behavior {
public:
//------------------------------------
// States
//------------------------------------
typedef enum {
ANIM_TELEPORT_BEGIN,
ANIM_TELEPORT_START_ANIM,
ANIM_TELEPORT_START_ANIMATING,
ANIM_TELEPORT_TELEPORT,
ANIM_TELEPORT_END_ANIM,
ANIM_TELEPORT_END_ANIMATING,
} animTeleportStates_t;
//-------------------------------------
// Public Interface
//-------------------------------------
CLASS_PROTOTYPE(AnimatedTeleportToPosition);
void SetArgs(Event* ev);
void Begin(Actor& self);
BehaviorReturnCode_t Evaluate(Actor& self);
void End(Actor& self);
virtual void Archive(Archiver& arc);
private:
//------------------------------------
// Parameters
//------------------------------------
str _teleportPositionName;
int _numberOfTeleportPositions;
str _startAnim;
str _endAnim;
//-------------------------------------
// Member Variables
//-------------------------------------
animTeleportStates_t _state;
PathNodePtr _goal;
};
inline void AnimatedTeleportToPosition::Archive(Archiver& arc) {
Behavior::Archive(arc);
//-------------------------------------
// Archive Parameters
//-------------------------------------
arc.ArchiveString(&_teleportPositionName);
arc.ArchiveInteger(&_numberOfTeleportPositions);
arc.ArchiveString(&_startAnim);
arc.ArchiveString(&_endAnim);
//-------------------------------------
// Archive Member Variables
//-------------------------------------
ArchiveEnum(_state, animTeleportStates_t);
arc.ArchiveSafePointer(&_goal);
}
#endif /*__TELEPORT_TO_POSITION_H__ */